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Unit I-Ar Vr-Studt

The document provides an overview of Augmented Reality (AR) and Virtual Reality (VR), detailing their definitions, components, and applications. It distinguishes between non-immersive, semi-immersive, and fully immersive VR experiences, while also explaining the basic components of both AR and VR systems, including hardware, software, and interaction methods. Additionally, it explores the benefits of these technologies in various fields such as education, training, entertainment, and navigation.

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0% found this document useful (0 votes)
27 views25 pages

Unit I-Ar Vr-Studt

The document provides an overview of Augmented Reality (AR) and Virtual Reality (VR), detailing their definitions, components, and applications. It distinguishes between non-immersive, semi-immersive, and fully immersive VR experiences, while also explaining the basic components of both AR and VR systems, including hardware, software, and interaction methods. Additionally, it explores the benefits of these technologies in various fields such as education, training, entertainment, and navigation.

Uploaded by

udhayareddy08
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

UNIT I: AUGMENTED REALITY, VIRTUAL REALITY WITH AI

1.1 Introduction to Virtual Reality

 VR to create a simulated environment.


 VR’s most recognizable component: HMD.
 Human beings are visual creatures.
 Major players in VR include HTC Vive, Oculus Rift and PlayStation VR (PSVR).

1.2 Three I’s of Virtual Reality

1. Non-Immersive Virtual Reality


 A virtual experience that doesn't require a headset or other special equipment.
 Users can interact with a computer-generated environment using a screen and standard
input devices
 Video games are a prime example of non-immersive VR.

2. Semi-Immersive Virtual Reality


 partially based in a virtual environment.
 This type of VR makes sense for educational and training purposes with graphical
computing such as flight simulators

3. Fully Immersive Virtual Reality


 This type of VR generates the most realistic simulation experience, from sight to sound
 Ex: Car racing games that gives the user the sensation of speed and driving skills.
 Developed for gaming and other entertainment purposes

1.3 Virtual Reality Vs 3D Computer Graphics

 VR is a technology that allows users to fully immerse themselves in an artificially


created environment.
 Users wear a VR headset, which displays a 3D image in front of their eyes.
 The headset also tracks the user's head movements, so that the image changes as the user
looks around.
 This creates the illusion that the user is actually inside the virtual environment.
 3D, on the other hand, refers to any image or object that has three-dimensional
properties, such as width, height, and depth.
 This can include movies, video games, and other forms of media that are displayed on
a screen.
 However, with 3D the user is not fully immersed in the environment, they are simply
viewing a 3D
 The user wear handheld controllers to interact with objects and navigate through the
virtual space.
 This immersive experience gives a sense of presence and the feeling of being physically
present in the virtual environment.

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3D Graphics

 3D computer graphics represent the creation and rendering of 3D objects and scenes
using computer software.
 The images are typically displayed on a 2D screen, such as a computer monitor or a TV.
 Generated for various purposes, including movies, video games, architectural
visualizations, and more.
 This provide depth and a sense of realism,
 The user does not have an immersive experience or interact directly with the virtual
objects instead of 3D.
 To summarize,
 Virtual Reality (VR) involves wearing a headset and being fully immersed in a virtual
environment,
 while 3D computer graphics refer to the creation of three-dimensional objects and
scenes displayed on a 2D screen.
 VR provides an interactive and immersive experience,
 whereas 3D computer graphics are primarily visual representations

1.4 Benefits of Virtual Reality


 Education and training

 Enhances company training

 Replaces text based training

 This gives realistic scenes

 This makes cost effective

 Gives excellent entertainment

 Gives practical knowledge

 Exploring places without actually being there

1.5 Basic components

2
1. HMDs [Head Mounted Displays]:

 It is a display that consists of two screens that display the virtual world in front of the
users.
 They have motion sensors that detect the orientation and position of your head and adjust
the picture accordingly.
 It is built-in headphones or external audio connectors to output sound.
 Moreover, they have a blackout blindfold to ensure the users are fully disconnected from
the outside world.

2. Computing device:

 It is a strong, powerful machine that processes and creates the 3D world.


 All other input devices pass their data onto it, it tracks the user movement and renders
all the graphics.
 Computing devices should have a large amount of RAM, a good GPU, a powerful CPU,
and a sufficient storage device.

3. Sensor(s):

 Sensors are mostly incorporated into the headset of VR.


 They track users’ poses and their head position, detect movement and then pass all this
data to the VR processor.
 Because of these sensors, the user can interact with the virtual environment.
 VR depends upon several sensors, including accelerometers, gyroscopes,
magnetometers, and 6 DoF.
 Input devices: Input devices are used by users in the VR system to interact with the
virtual world in front of them.
 These devices might be a tool or a weapon in their artificial world.
 The input devices include mice, controllers, joysticks, gloves with sensors, and body
tracking systems.

4. Audio systems:

 Audio ensuring a great VR experience in which users’ brain is forced to think like they
are in that artificial world.
 They are mostly integrated inside the HMD.
 VR provides spatial audio, so the users feel how real the virtual world is.

5. Software:

 Software is a crucial part of VR systems.


 The software is an application designed that runs on VR hardware and creates an
artificial world.
 There are several different types of software based on what users need.
 For example, games, simulations, medical ecosystems, etc.

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1.6 Introduction to Augmented Reality [AR]

Augmented reality (AR):

Definition: It is an interactive experience that combines the real world and computer-generated
content.
The content can distance multiple sensory modalities, including visual, auditory, etc.

System structure of AR

1. User: The user can be a student, doctor and employee. This user is responsible for
creation of AR models.

2. Interaction: It is a process between device and user.

3. Device: This component is responsible for creation, display and interaction of 3D


models.
 The device can be portal or in static state. Example, mobile, computer, AR
headsets etc.

4. Virtual Content: The virtual content is nothing but the 3D model created or generated
by the system or AR application.

 Virtual content is type of information that can be integrated in real world user’s
environment.
 This Virtual content can be 3D models, texture, text, images etc.

5. Tracking: This helps to determine the device where to place or integrate the 3D model
in real world environment.

6. Real-life entity: These entities can be tree, book, fruits, computer or anything which is
visible in screen.
 AR application does not change position of real life entity. It only integrate the
digital information with this entities

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1.7 System Structure of Augmented Reality

History of AR

 Thomas Caudell coined the term AR in 1990.


 In 1998, One of the first commercial applications of augmented reality appearing in TV
football games
 Today, Google Glass, smartphone games and heads-up displays (HUDs) in car
windshields are the most well-known
 But the technology is also used in many industries, including healthcare, public safety,
gas and oil, tourism and marketing.

How does AR work?

 The technology requires hardware components, such as a processor, sensors, a display


and input devices.
 AR delivered through contact lenses is also being developed.
 Mobile devices with sensors including cameras, accelerometers, Global Positioning
System (GPS) and solid-state compasses.
 A GPS is used to pinpoint the user's location, and its range is used to detect device
orientation, for example.

 AR can be computationally severe, so if a device lacks processing power, data


processing can be off.
 AR apps are written in special 3D programs that enable developers to tie animation or
contextual digital information.
 It begins to execute the marker's code and layer the correct image or images.

Top AR use cases

AR can be used in the following ways:

 Retail: consumers use store's online app to see how products, such as furniture, will
look in their own homes before buy.
 Entertainment and gaming: AR can be used to overlay a virtual game in the real world
 Navigation: AR can be used to overlay a route to the user's destination over a live view
of a road.
AR used for navigation can also display information about local businesses in the user's
immediate surroundings.
 Tools and measurement: Mobile devices can use AR to measure different 3D points
in the user's environment.
 Architecture: AR can help architects visualize a building project.
 Military: Data can be displayed on a vehicle's windshield that indicates destination
directions, distances, weather and road conditions.
 Archaeology: AR has aided archaeological research by helping archaeologists
reconstruct sites.
 3D models help museum visitors and future archaeologists experience an excavation
site as if they were there.
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1.8 Key Technology in AR

Hardware
 Hardware for AR a processor, display, sensors and input devices.
 Modern mobile computing devices: smartphones and tablet computers which often include
a camera
 The main 2 AR Techniques are 1) diffractive waveguides and 2) reflective waveguides.

Display
 optical projection systems, monitors, handheld devices, and display systems, which are
damaged on the human body.

HMD
 HMD is a display device worn on the forehead, such as a harness or helmet-mounted.
 HMDs place images of both the physical world and virtual objects over the user's field of
view.
 Modern HMDs often employ sensors for six degrees of freedom monitoring that allow the
system to align virtual information
 HMDs can provide VR users with mobile and collaborative experiences.
 Specific providers, such as uSens and Gestigon, include gesture controls for full virtual
immersion.

Eyeglasses
 AR displays can be rendered on devices resembling eyeglasses.
 Employs cameras to intercept the real world view and re-display its augmented view
through the eyepieces

HUD [Head-Up Display]


 It is a transparent display that presents data without requiring users to look away from their
usual viewpoints.
 enabling them to keep their "heads up" and not look down at the instruments.
 can show data, information, and images while the user views the real world.
 Registration and tracking between the superimposed perceptions, sensations, information,
data, and images.

Contact lenses
 Contact lenses that display AR imaging are in development.
 Embedded into the lens including integrated circuitry, LEDs and an antenna for wireless
communication.
 The first contact lens was in 1999 by Steve Mann and was intended to work in combination
with AR spectacles

Virtual retinal display (VRD)


 It is a personal display device under development at the University of Washington's Human
Interface Technology

EyeTap: Captures rays of light that would otherwise pass through the centre of the lens of the
wearer's eye, and substitutes synthetic computer-controlled light for each ray of real light.
6
Handheld
 A Handheld display employs a small display that fits in a user's hand.

Projection mapping
 Use the scenes of special displays such as monitors, head-mounted displays or hand-held
devices.
 Projection mapping makes use of digital projectors to display graphical information onto
physical objects.
 The key difference in projection mapping is that the display is separated from the users of
the system.

Tracking
 Digital cameras, optical sensors, accelerometers, GPS, gyroscopes, solid state compasses,
radio-frequency identification (RFID).
 These technologies offer varying levels of accuracy and precision.
 Implemented in the ARKit API by Apple and ARCore API by Google to allow tracking for
their respective mobile device platforms.

Networking
 Gaining popularity because of the wide adoption of mobile and especially wearable devices.
 This requires computationally intensive algorithms with extreme latency requirements.
 To compensate for the lack of computing power, offloading data processing to a distant
machine is often desired.

Input devices
 Speech recognition systems that translate a user's spoken words into computer instructions
 Gesture recognition systems that interpret a user's body movements by visual detection or
from sensors embedded
 The peripheral device such as a wand, stylus, pointer, glove Products which are trying to
serve as a controller of AR
 The computer analyses the sensed visual and other data to synthesize and position
augmentations.
 Computers are responsible for the graphics that go with AR.
 Augmented Reality uses a computer-generated image which has a striking effect on the way
the real world is shown.

Projector
 The projector can throw a virtual object on a projection screen and the viewer can interact
with this virtual object.
 Projection surfaces can be many objects such as walls or glass panes.

Software and algorithms


 The software must derive real world coordinates, independent of camera, and camera
images.
 That process is called image registration, and uses different methods of computer vision,
mostly related to video tracking.
 Many computer vision methods of AR are inherited from visual odometry (VO). [VO-
position & movement of seq. of images]
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 An audiogram is a computer generated image that is used to create AR.
 Audiography is the science and software practice of making audiograms for AR.

Augmented Reality Markup Language (ARML)

 It is a data standard developed within the Open Geospatial Consortium (OGC), which
consists of XML.
 Describe the location and appearance of virtual objects in the scene, as well as ECMAScript
bindings to allow virtual objects.

Development
 AR in consumer products requires the design of the applications and the related constraints
of the technology platform.
 The user and the interaction between the user and the system, design can facilitate the
adoption of virtuality

Environmental/context design
 Context Design focuses on the end-user's physical surrounding, spatial space, and
accessibility that may play a role AR system.
 Designers should be aware of the possible physical scenarios the end-user may be in such
as:

Interaction design
 Interaction design in augmented reality technology centres on the user's engagement with
the end product to improve the overall user experience and enjoyment.
 The purpose of interaction design is to avoid alienating or confusing the user by organizing
the information presented.

Visual design

 Visual design is the appearance of the developing application that engages the user.
 Developers may use visual cues to inform the user what elements of UI are designed to
interact with and how to interact.

1.9 3D Vision

 “3D Vision,” depth perception is dependent on the ability to use both eyes together at the
highest level.
 3D vision relies on both eyes working together to accurately focus on the same point in
space.
 The brain is then able to interpret the image each eye sees to create your perception of depth.
 Deficiencies in depth perception can result in a lack of 3D vision or headaches and eyestrain
during 3D movies.

SIGNS OF 3D VISION SYNDROME


 This describes a condition that many individuals experience when watching 3D movies or
watching a 3D TV
 and may be the result of underlying binocular vision dysfunction (eye teaming difficulties).
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 3D Vision Syndrome can be remembered by the 3 D’s:

 Discomfort: Viewer to focus their eyes either in front of the screen it can result in
headaches, eyestrain, or fatigue.
 Dizziness: Often times people will complain of dizziness or nausea after viewing 3D
material.
 One reason for these complaints is that some of the technology used to create 3D can
worsen Visual Motion Hypersensitivity (VMH).
 Depth: People who are unable to use both eyes together to achieve binocularity will not
see the depth of 3D content.

1.10 Approaches to Augmented Reality

Marker-based AR:
 QR codes to trigger the display of digital content when detected by a camera-equipped
device, like a smartphone or AR headset.
 When the marker is recognized, can be covered digital objects, animations onto the marker's
location in the real world.

Markerless AR (Location-based AR):


 It is uses the device's sensors (e.g., GPS, accelerometers, and compass) to determine the
user's location and orientation.
 Used for points of interest, directions, or geolocated content, on a mobile device or AR
headset.

Projection-based AR:
 Projection-based AR projects digital content onto physical surfaces or objects in the real
world using projectors.
 This approach is often used in interactive installations, art exhibitions, and marketing
campaigns to create VE

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SLAM AR (Simultaneous Localization and Mapping)

 SLAM technology enables AR devices to understand and map their surroundings in


real-time by combining data from sensors.

 This approach allows AR devices to place digital objects accurately in the user's
environment and maintain their position as the user moves.

Head-mounted AR:

Head-mounted AR devices, such as AR glasses or headsets, provide a more immersive


AR experience by overlaying digital content directly into the user's field of view.

Smartphones and Tablets:

 AR apps for smartphones and tablets use the device's camera and sensors to provide AR
experiences.
 They can recognize images, surfaces, or objects and overlay digital content on the
device's screen.
 Platforms like Apple's ARKit and Google's ARCore provide tools and frameworks for
developing AR applications

Web-based AR:

Web-based AR allows users to access AR experiences through web browsers without


the need for downloading. WebXR

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1.11 Alternative Interface Paradigms

Gesture-Based Interfaces:
 Allow users to interact with digital objects in the real world using hand gestures or body
movements.
 Devices like Microsoft's HoloLens and Leap Motion have popularized this approach.
 Users can control, manipulate, or select virtual objects by performing specific hand or
body movements

Voice Commands:Voice commands in AR enable users to interact with digital content and
applications using natural language.
 Siri, Google Assistant, and AR-specific voice command systems can recognize and
respond to spoken instructions.
 It is useful for hands-free and eyes-free interaction in situations where touch or gesture-
based input.

Touch and Tap Interfaces:


 Provide users with the ability to touch, tap, and interact with virtual objects as if they
were physical.
 For example, AR glasses may have touch-sensitive frames or handheld devices for
interaction.
 Users can interact with objects, select options, and navigate through menus by
physically touching.
 Brain-Computer Interfaces (BCI):
 Emerging BCIs can be used to control AR systems using brain signals, bypassing the
need for physical input devices.
 These interfaces are still in experimental stages but have the potential to offer a high
degree of control.
 BCIs can interpret brainwave patterns to trigger actions, navigate menus, or select
objects in the AR environment.

Eye-Tracking Interfaces:
 Eye-tracking technology can be integrated into AR headsets to determine where a user
is looking.
 Used for selecting objects, adjusting focus, or providing additional information based
on the user's observation.
 Enhance user engagement and streamline interactions in AR applications.

Haptic Feedback:
 Haptic feedback provides physical sensations to the user,
 enhancing the sense of touch in AR experiences.
 It can be delivered through vibrations, force feedback, or other tactile feedback
mechanisms.
 In AR, haptic feedback can simulate the feeling of interacting with virtual objects,
providing a more immersive experience.
Augmented Reality Mark-up Language (ARML):
 designed for creating AR experiences that include interactive 3D models, animations,
and information overlays.
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 It allows developers to define the structure and behaviour of AR content.
 Used to create interactive AR app that respond to user actions, such as selecting,
moving, resizing virtual objects.

Social and Multi-User Interfaces:


 Social users can interact with each other and share digital content in the same physical
space.
 Multi-user AR interfaces often incorporate avatars and real-time communication,
allowing users to collaborate, play games

1.12 Spatial AR
A type of AR technology that combines virtual and real objects by projecting virtual
images onto real objects

Augmented Reality with Scene Recognition


 Augmented Reality (AR) comes with different tracking types.
 The most advanced type of experience is making use of scene recognition.
 When designing this kind of experience, a detailed 3D scan of a real-life location needs
to be created first.
 Inside this model, AR content can be positioned with very high precision.
 This approach allows for complex experiences like scene recognition without the need
for a target. Example Tyre pressure, oil, etc.,

Instant Tracking with SLAM


 Instant tracking allows the user to place content inside of scenes without the need for an
image or a surface.
 Instant tracking does not rely on object recognition or images as it tracks features of the
physical environment.
 It makes use of SLAM (Simultaneous Localization and Mapping) which is capable of
understanding the physical reality of a scene.
 This makes it more precise than GPS tracking and perfect for indoor usage.
 Spatial AR can be used, whenever precision is key to the experience.
 Below you will find a few different use cases that make use of Spatial AR in home and
its advanced possibilities.

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1.14 3D Position Trackers

3D Tracking:

 Like vehicle GPS navigation, coordinate data are used to show where an object is in 3D
space, and where it needs to go next.
 With vehicle GPS navigation, the car is moving and the destination is fixed.
 A map supplies the travel route.
 Only a 2D view of the vehicle’s position is available, and only movement along the
longitude and latitude lines (X and Y )
 Altitude info (Z-axis) is missing, as is rotational data – only two degrees-of-freedom are
reported.
 A view that limited cannot support complex OEM surgical navigation applications
(OEM:Original Equipment Manufacture)
 The Polaris optical measurement solution, and Aurora and 3D Guidance
electromagnetic (EM) tracking solutions capture the position (X-Y-Z coordinate data)
 Position and orientation measurements also refer to the “degrees of freedom” (DOF) in
which an object moves in 3D
 There are six degrees of freedom in total; NDI’s solutions capture all six degrees of
freedom in real-time.
 This type of technology, known as 3D measurement, spatial measurement,
 or 3D motion tracking, can be used for real-time tool tracking and navigation purposes.

Motion Tracking in All Directions

 3D tracking technology provides that needed detailed view by digitizing, formatting,


and enabling visualization measurement data.
 Positional movement of the optical navigation marker or EM sensor can be tracked on
the X, Y and Z axes of a 3D coordinate system.
 Rotation (roll, pitch and yaw) on these axes is calculated as orientation data.
 Movement in all directions is known, from any angle/perspective.
 This movement is reported in relation to a fixed object or reference frame; i.e., a ‘home’
location.
 Multiple objects—and their respective locations to each other—can be dynamically
tracked at once.
 To apply the GPS analogy to surgical navigation applications, patient imaging datasets
represent the map.
 The target/treatment site is the destination.
 And an EM sensor embedded into an OEM surgical instrument such as a catheter, or a
medical instrument fitted with optical markers act as the vehicle.

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1.15 Types of 3D Trackers

1 Single-Point Tracking

 A single-point tracker refers to tracking an object using a single point of reference within a
composition.
 The software is given a single point in a clip to focus on and tracks the movement of the
camera around that single point.

2. Two-Point Tracking

 Allows you to apply two different points of motion tracking to an image and track more
than one type of movement.
 Apply 2 separate tracking points to an image and use each one to track a different type of
motion.

3. Four-Point Tracking

 Four-point tracking allows you to track each corner of a four-point surface throughout a
shot (such as a smartphone screen).

4. Planar tracking

Planar tracking is a method that looks at multiple track points at the same time to
calculate and assume a plane, rather than looking at each track point

5. Spline tracking

 This complex motion tracking technique is one of the most accurate of all techniques, but
comes with a significant learning curve.
 This allows you to trace around an object that you want to track instead of focusing on a
single or set of points.

6. 3D Camera Tracking

 The 3D tracking tool automatically generates dozens of possible motion tracking points,
then allows the user to select which points they would like to track.
 This takes a lot of the manual labor out of setting tracking points, but does require quite a
bit of time and processing power to use.
 3D camera tracking, a feature of After Effects that has gained mounting popularity by
hobbyists and pro-visual effects artists alike.

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1.16 Navigation and Manipulation Interfaces

1.17 Gesture Interfaces

Gesture recognition is the process by which gestures formed by a user are made known
to the system. In completely immersive VR environments, the keyboard is generally not
included, and some other means of control over the environment is needed

Fig1: Gesture interface

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Fig 2: Hand points

A rough overview of the main parts that make up the framework is shown in Fig1. The
framework supports an easy swap of the Hand Tracker component, allowing many hand
tracking solutions to be used with the framework. The Gesture Recorder allows recording and
saving gestures that are then stored in a set of known gestures.

These gestures are then recognized by the Gesture Recognizer by comparing stored data
with live data from the hand tracker. A Gesture Interpreter is used to communicate with the
desired application using events that inform when gestures are performed. In the above picture
shown all the sides

The hand detection in the proposed framework is realized using a hand tracker built into
an HMD. The tracking part is crucial and serves as an entry point to the gesture recognition
framework as it is responsible for accurate pose matching.

The hand tracker primarily used in the development of the framework provides 23 points
for each hand (see Fig 2. Other configurations are supported as well. The more points a tracking
device provides, the more fine-grained the gesture recognition is requiring two primary features
for recognizing one-handed gestures

 Joint Positions for static hand shape detection and matching;


 Finger Tip Positions for recording spatial information required to perform dynamic
gestures.

Hand poses and shapes can be stored for later recognition of static hand gestures, e.g.,
while a user is performing the hand movement, it can be matched against a predefined set of
hand shapes. In order to increase the recognition performance for users with hands below or
above the average human hand size, the hand positions are adjusted by a scaling factor. This
normalization is necessary to increase the recognition accuracy for gestures that were recorded
by a different user than the user performing the gestures. To achieve this, each joint position is
divided by the hand scaling factor.
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The raw hand shape does not take hand rotation or orientation into account and therefore
has rotation invariance. Performing a hand shape that resembles a “thumbs up” will therefore
be indistinguishable from a “thumbs down”, but it should likely have a different meaning.
Furthermore, for some gestures, it is necessary to know whether the hand is facing the user.

1.18 Types of Gesture Input and output Devices

Gesture input and output devices are technology tools that enable users to interact with
computers, smartphones, and other digital devices through hand and body movements. These
devices can be categorized into various types based on their functions and capabilities. Here
are some common types of gesture input and output devices:

Gesture Input Devices:

Touchscreens: Touchscreens are one of the most common gesture input devices, allowing
users to interact with a device by tapping, swiping, pinching, and zooming using their fingers
or a stylus.

Motion Controllers: Motion controllers, such as the ones used with gaming consoles like the
PlayStation Move or the Xbox Kinect, capture the user's hand and body movements to control
on-screen actions in games and applications.

Gesture Recognition Cameras: Devices like the Kinect for Xbox and various webcams
equipped with gesture recognition software can track hand and body movements to control
applications and games.

Gesture Gloves: Specialized gloves with embedded sensors can detect hand and finger
movements, making them suitable for virtual reality and augmented reality applications.

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Inertial Measurement Units (IMUs): IMUs are sensors that can be attached to various body
parts to track their movements, commonly used in motion capture and gesture recognition
systems.

Depth-Sensing Cameras: Cameras like the Intel RealSense and the Orbbec Astra use infrared
technology to create 3D depth maps, allowing for precise gesture recognition and tracking.

Gesture Output Devices:

Haptic Feedback Devices: These devices provide tactile feedback to the user, such as
vibration or force feedback, in response to specific gestures. Examples include haptic feedback
in smartphones and game controllers.

Augmented Reality (AR) and Virtual Reality (VR) Headsets: AR and VR headsets, like the
Oculus Rift and HoloLens, offer immersive experiences where gestures can control virtual
objects and environments.

Projectors: Projectors can display interactive content on various surfaces, enabling users to
interact with projected images and interfaces through gestures and touch.

Interactive Whiteboards: These large touchscreen displays are used in educational and
business settings to allow users to control and interact with digital content using gestures and
digital pens.

Smart TVs: Some modern smart TVs come with gesture control features, allowing users to
change channels, adjust volume, and navigate menus with hand movements.
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Interactive Tables: Tables equipped with touch-sensitive or gesture-sensing surfaces are used
in various applications, such as restaurants, retail, and collaborative workspaces.

1.19 Graphics Display

Head-mounted displays (HMDs)

HMDs are small displays or projection technology integrated into eyeglasses or


mounted on a helmet or hat. Heads-up displays are a type of HMD that does not block the
user’s vision, but superimposes the image on the user’s view of the real world. An emerging
form of heads-up display is a retinal display that “paints” a picture directly on the sensitive part
of the user’s retina. Although the image appears to be on a screen at the user’s ideal viewing
distance, there is no actual screen in front of the user, just special optics (for example, modified
eyeglasses) that reflect the image back into the eye. Other heads-up displays that are not worn
by the user but are projected on a surface (for example, on a car or plane windshield) are not
covered in this discussion. Some HMDs incorporate motion sensors to determine direction and
movement (for example, to provide context-sensitive geographic information) or as the
interface to an immersive virtual reality application.

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Hand Supported Displays

 The user can hold the device in one or both hands in order to periodically view a synthetic
scene
 Allows user to go in and out of the simulation environment as demanded by the application
 It has push buttons that can be used to interact with the virtual scene

Floor Supported display

The latest application of augmented reality is flooring. It works by using a smartphone camera
to project various virtual objects onto the floor. The app can simulate various objects, such as
water waves. Researchers at McGill University came up with the idea of putting floor tiles on
the floor, which can mimic different objects. The app also allows users to share these
measurements with contractors. It also allows for private-label versions. This will make the
process of selecting the right floor plan easier.

Large Volume Displays Large volume displays are used in VR environment that allow more
than one user located in close proximity

Large-volume displays in augmented reality (AR) refer to systems or setups that enable the
projection of AR content into a physical space on a larger scale, often beyond the confines of
typical handheld devices or headsets. These displays can be used for various purposes, such as
virtual design and prototyping, immersive gaming experiences, architectural visualization, and
more. Here are some methods and technologies commonly used for creating large-volume AR
displays:

Projection-Based AR: One approach to creating large-volume AR displays involves using


projectors to display augmented content onto physical objects or surfaces. These projectors can
be mounted on the ceiling or placed strategically around a room. Projection-based AR can
provide an immersive experience by overlaying digital information onto a larger physical
environment.

Cave Automatic Virtual Environment (CAVE): CAVE systems are immersive 3D


environments where multiple walls are used as screens to display AR content. Users typically
wear 3D glasses, and the environment is often coupled with motion tracking systems for
interactive experiences. CAVEs are used in fields like scientific visualization, virtual
prototyping, and architecture.

1.20 Human Visual System

 The Visual System The human visual system can be regarded as consisting of two parts.
The eyes act as image receptors which capture light and convert it into signals which
are then transmitted to image processing centres in the brain.
 These centres process the signals received from the eyes and build an internal “picture”
of the scene being viewed.

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 Processing by the brain consists of partly of simple image processing and partly of
higher functions which build and manipulate an internal model of the outside world.
 Although the division of function between the eyes and the brain is not clear-cut, it is
useful to consider each of the components separately.
 The basic structure of the eye is displayed in figure a cross-section of a right eye. The
cornea and aqueous humour act as a primary lens which perform crude focusing of the
incoming light signal.
 A muscle called the zonula controls both the shape and positioning (forward and
backwards) of the eye’s lens.
 This provides a fine control over how the light entering the eye is focused.
 The iris is a muscle which, when contracted, covers all but a small central portion of the
lense.
 This allows dynamic control of the amount of light entering the eye, so that the eye can
work well in a wide range of viewing conditions, from dim to very bright light.
 The portion of the lens not covered by the iris is called the pupil.
 The retina provides a photo-sensitive screen at the back of the eye, which incoming light
is focused onto.
 Light hitting the retina is converted into nerve signals.
 A small central region of the retina, called the fovea, is particularly sensitive because it
is tightly packed with photo-sensitive cells.
 It provides very good resolution and is used for close inspection of objects in the visual
field.
 The optic nerve transmits the signals generated by the retina to the vision processing
centres of the brain.
 The retina is composed of a thin layer of cells lining the interior back and sides of the
eye.

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 Many of the cells making up the retina are specialised nerve cells which are quite similar
to the tissue of the brain.
 Other cells are light-sensitive and convert incoming light into nerve signals which are
transmitted by the other retinal cells to the optic nerve and from there to the brain.
 There are two general classes of light sensitive cells in the brain; rods and cones.
 Rod cells are very sensitive and provide visual capability at very low light levels.
 Cone cells perform best at normal light levels.
 The provide our daytime visual facilities, including the ability to see in colour (which
we discuss in the next chapter).
 There are roughly 120 million rod cells and 6 million cone cells in the retina. There are
many more rods than cones because they are used at low light levels and so more of
them are required to gather the light

1.21 Sound Displays

To ensure full immersion in VR systems, the spatial sounds need to match the spatial
characteristics of the visuals – so if you see a car moving away from you in the VR
environment, you will also expect to hear the car moving away from you.

Stereo sound

If we have two loudspeakers (stereo), we can move the perceived position of a sound
source anywhere along the horizontal plane between the two loudspeakers. We can ‘pan’ the
sound to the left side by increasing the amplitude level of the left loudspeaker and lowering the
amplitude of the right loudspeaker.

If the sound is played at the same amplitude level through both loudspeakers it will be
heard as if coming from directly in between the two.

This technique of ‘amplitude panning’ to move sound sources between loudspeakers


can be scaled up and used across an array of multiple loudspeakers to reproduce three
dimensional surround sound.

So – how do we go about delivering a 360 degree immersive sound scene over a pair of
headphones?

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Spatial sound

In How Your Ear Changes Sound we discovered how sounds are filtered by the outer
ear, mainly the pinna. Think about a sound placed to your right, slightly above your head. The
acoustic wave that reaches your ears from this sound has travelled directly to your right ear,
but has had to travel around your head to reach your left ear. The shape of your head actually
filters the sound, meaning that some frequencies are dampened and the overall tone is altered
– these are spectral cues.

There are two more types of binaural cue your brain can use:

The interaural level difference (ILD) – in our example the sound has travelled further to
get to your left ear, so it’s quieter because it’s lost more energy on the way
The interaural time difference (ITD) – in our example the sound reaches your right ear a
fraction of a millisecond before it reaches your left ear.

1.22 Human Auditory System.

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The auditory system changes a wide range of weak mechanical signals into a complex
series of electrical signals in the central nervous system. Sound is a series of pressure changes
in the air. Sounds often vary in frequency and intensity over time. Humans can detect sounds
that cause movements only slightly greater than those of Brownian movement. Obviously, if

Figure depicts these alternating compression and rarefaction (pressure) waves


impinging on the ear. The pinna and external auditory meatus collect these waves, change them
slightly, and direct them to the tympanic membrane. The resulting movements of the eardrum
are transmitted through the three middle-ear ossicles (malleus, incus and stapes) to the fluid of
the inner ear. The footplate of the stapes fits tightly into the oval window of the bony cochlea.

The inner ear is filled with fluid. Since fluid is incompressible, as the stapes moves in
and out there needs to be a compensatory movement in the opposite direction. Notice that the
round window membrane, located beneath the oval window, moves in the opposite direction.

Because the tympanic membrane has a larger area than the stapes footplate there is a
hydraulic amplification of the sound pressure. Also because the arm of the malleus to which
the tympanic membrane is attached is longer than the arm of the incus to which the stapes is
attached, there is a slight amplification of the sound pressure by a lever action. These two
impedance matching mechanisms effectively transmit air-born sound into the fluid of the inner
ear. If the middle-ear apparatus (ear drum and ossicles) were absent, then sound reaching the
oval and round windows would be largely reflected.

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